Даты выхода игры

вышла 11 февраля 2003 г.

FAQ [ENG]

Информация актуальна для

Copyright 2003 Michael Walker paladinz_dude@hotmail.com
C&C Generals
Multiplayer Strategy Guide
Version 0.1
Webmasters who want to use this guide should e-mail me first.
Version History
Version 0.1- first version
Data is according to the 1.4 patch
In-depth analysis
Section 1 USA units&upgrades/general points/strategies
Section 2 China units&upgrades/general points/strategies
(Coming Soon)
Section 3 GLA units&upgrades/general points/strategies
(Coming Soon)
-----------------------------------
***** USA *****
-----------------------------------
*** Infantry - Built at Barracks ***
-----------------------------------
Ranger - Cost 225
Upgrades - Flashbangs 600 (Barracks) Capture Building 1000 (Barracks)
Advanced Training 1500 (Stategy Center)
Uses: When unupgraded Rangers are at a disadvantage against other infantry
as rebels cost 150 and red guard gets 2 men for 300. And die quickly to mobs.
Rangers can enter Humvees and fire out from them but they will die with humvee
if still inside. Rangers can be transported via Chinook and can combat drop to
take over buildings (see chinook) and rangers can occupy buildings and fire out
of them. Rangers can also be obtained if you lose a building or use the level 3
general ability: paratroopers. Rangers can be healed if they are level 2+ or
if they are near an ambulance or allied propaganda tower and at the barracks.
BUT if you arm rangers with flashbangs they are better than all infantry.
Flashbangs have long range very good damage and a good area of effect (can
damage themselves/allied infantry).
Flashbangs can be thrown out of Humvees and garrisoned buildings. Also they
clear out enemy garrisoned buildings. You can maximize damage if you
attack-move while rifle is selected so rangers alternate between shooting and
flashbangs. Flashbangs can kill angry mobs in one attack.
Flashbangs can be dodged and only damage infantry. Flash bangs can kill all
units in a garrisoned building with one attack (must be selected)
Ranger can learn the capture ability. As soon as possible capture any oil
derricks or refineries they have a huge impact on your economy and the sooner
you
get them the better. See Map Section for more on oil. And rangers can capture
enemy buildings. Capturing takes about 12 seconds and the Ranger cannot fire or
move while capturing. After capturing a building you can sell it or build
units from it.
With Advanced training your rangers will attain higher ranking faster.
The ranger is weak against- Getting run over, Pathfinders, Humvees, Tomahawks,
Raptors, Commanches, Stealth Bombers, Aoura Bombers, Colonel Burton, Gattling
cannon, Dragon Tank, Chaingun tank, Inferno Cannon, Nuke Cannon, Overlord with
chaingun, Migs, Tunnel networks, Jarmon Kell, Technical, Toxin Tractor, Toxin
shells (scorpion and marauder), Scorpion Missile, Quad Cannon, and Scud launcher
Also (If it doesnt have flashbangs) Red Guard, Rebels, and Angry Mobs
-----------------------------------
Missile Defender - Cost 300
Upgrades- Laser Lock (starts with it) Advanced Training 1500 (strategy center)
Uses: Missile Defender is better than RPG trooper (laser lock) but not as good
as Tank hunter (if they have horde bonus). Missile Defenders can enter
Humvees and fire out from them but they will die with humvee if still inside.
Missile Defenders can be transported via Chinook but cannot combat drop like the
Ranger (see chinook) Missile Defenders can occupy buildings and fire out of
them.
Missile Defenders can be healed if they are level 2+ or if they are near an
ambulance or allied propaganda tower and at the barracks.
With laser lock selected you can have Missile Defenders fire twice as fast!
Also
it greatly increases the range of the missile defender and it deals more damage
to anti infantry units. This only works on tanks and aircraft. But it requires
1 second for the Missile Defender to lock on. You cannot laser lock inside of
buildings or humvees.
With Advanced training your Missile Defenders will attain higher ranking faster.
Missile Defenders are weak against- Getting run over, Rangers, Pathfinders,
Paladin, Tomahawks, Colonel Burton, Gattling Cannon, Red Guard, Dragon Tank,
Chaingun Tank, Inferno Cannon, Nuke Cannon, Overlord with gattling cannon Migs,
Tunnel networks, Rebels, Jarmon Kell, terrorist, Technical, Toxin Tractor,
Toxin shells (scorpion and marauder), Scorpion Missile, Quad Cannon, and Scud
launcher (note that it is not weak against vehicles if it can destroy them
before they attack)
-----------------------------------
Pathfinder - Cost 600 and level 3 Generals Point
Upgrades - Advanced Training 1500 (Strategy Center)
Uses: Pathfinder is a sniper. It has huge range and kills infantry in one hit.
It can only kill infantry. It is cloaked while still. The split second it
shoots and when it moves it becomes visible again. He can also detect invisible
units making it great for Black Locus, Burton, and Jarmon Kell. Pathfinders can
enter Humvees and fire out from them but they will die with humvee if still
inside. Pathfinders can be transported via Chinook but cannot combat drop like
the Ranger (see chinook) Pathfinders can occupy buildings and fire out of them.
Pathfinders can snipe out the RPG troopers inside Stinger sites.
Pathfinders can be healed if they are level 2+ or if they are near an
ambulance or allied propaganda tower and at the barracks.
With Advanced training your Pathfinders will attain higher ranking faster.
The Pathfinder is weak against - Getting run over, radar scans, Humvees /w scout
drone, Crusaders /w scout drone, Tomahawks /w scout drone, Raptors, Commanches,
Stealth Fighters, Aurora Bombers, Gattling Cannon, Dragon Tank, Chaingun Tank,
Battlemaster Inferno Cannon, Troopcrawler, Nuke Cannon, Migs, Tunnel networks,
Jarmon Kell, Technical, Toxin Tractor, Toxin shells (scorpion and marauder),
Scorpion Missile, Quad Cannon, and Scud launcher, Rocket buggy, radar van
-----------------------------------
Colonel Burton - Cost 1500 (need strategy center) can only have 1
Upgrades - Advanced Training 1500 (statagy center)
Knife, Remote Demo Charge, Timed demo charge
Uses: Burton has one million and one uses and counting but you gotta be smart
when using him. This elite commando is armed to the teeth hes a one man army
that can take an entire base. Burton is always cloaked except while shooting or
planting explosives. He can climb over mountains and other non traversable
places making him great for sneaking behind enemy lines. Burton cannot be run
over by vehicles! Burton's rifle is very powerful and at level 3 he can take
on infantry, light vehicles, and even tanks with ease (just not too many).
And the rifle can kill buildings faster than they are built!
He can be put in Humvees, Chinooks, and buildings, like other units but I
wouldnt
suggest it. Burton regains health at barracks, ambulance, ally propganda tower,
and at level 2. His damage and rate of fire increase as he levels.
With Burton's knife you can be a silent assassin and take out infantry without
blowing your cover.
Remote demo charges can take out low tech buildings and when they send their
dozer to get rid of it BOOM the dozer goes with it. Demo charges die with
Burton
Timed demo charges take out things with more armor like super weapons and
command
centers, no they dont instantly kill it but still do 1/4 of its health leaveing
it vulnerable to an air attack or burton's rifle. Also timed demo charges do
not
die with Colonel Burton.
With Advanced training Colonel Burton will attain higher ranking faster.
Burton is weak against - Radar scans, spy drones, radar vans, Pathfinders,
Troopcrawlers, Black Locus, Jarmon Kell, can find you and after your found he
Humvees, Tomahawks, Raptors, Commanches, Stealth Bombers, Aoura Bombers,
Colonel Burton, Gattling cannon, Dragon Tank, Chaingun tank, Inferno Cannon,
Nuke Cannon, Overlord with chaingun, Migs, Tunnel networks, Jarmon Kell,
Technical, Toxin Tractor, Toxin shells (scorpion and marauder), Scorpion
Missile, Quad Cannon, and Scud launcher and Angry Mobs
------------------------------------
Pilot - Cost Free (can't be built)
Upgrades - None
Uses: You get this little bugger after a vehicle or airplane dies that has
gained a level (you will hear the sound effect "ejecting!"). The pilot has the
same level as the old vehicle and if you get it into another vehicle/plane
before he dies that vehicle's level increases by the level of the pilot. Pilots
run fast and die fast too. He can even out run most vehicles (slow ones).
Pilots
in air craft that die will parachute to the ground. If the airplane is shot
down
on a mountain or river the pilot will die when it reaches the water or be stuck
on the mountain. Theres a glitch when you try to put them into humvees sometimes
they ride in them sometimes they make it level sometimes they do both :).
Pilots
can go into aircraft docked at your air field. They CANNOT be used for
commanches or units that dont gain levels (ambulance). Pilots ONLY come out of
US vehicles and planes but can be transferred into vehicles/planes of another
faction
Example: If you capture a chinese war factory/air field and build a battle
master/mig your pilot can be put into that battlemaster/mig
Pilots are weak against - Getting run over (light vehicles only), and anything
that fires (except for missiles which he can outrun)
-----------------------------------
*** Vehicles - Built at War Factory ***
-----------------------------------
Construction Dozer - Cost 1000 (built only at Command Center)
Upgrades - None
Uses: Construction Dozers build structures. It can be used to run over
infantry.
Can be carried in chinook for fast transport to create offensive patriot
missiles
or a faraway base. (uses 5 transport slots) It can repair itself at a war
factory or friendly propaganda tower. Can also clear mines from chinese
buildings
or the level 3 general ability cluster mines
Dozer is weak against: Missile Defenders, Colonal Burton, Humvees, Crusaders,
Tomahawk Missiles, Raptors, Commanches, Stealth Bombers, Auroura bombers,
Patroit
Missiles, Tank Hunters, Black Lotus, Battlemaster, Gattling Tank, Flame Tank,
Overlord, Inferno tanks, Nuke Cannons, Migs, RPG troopers, Jarmon Kell,
Scorpions, Quad Cannons, Technicals, Toxin Tractors, Mauradeurs, Skud Launcher,
Angry Mob, Rocket Buggies, Stinger Site, Bunkers, paladin, hijacker, terrorist,
demo trap
-----------------------------------
Humvee - cost 700
Upgrades - Tow Missile 1200 Advanced Training 1500 (strategy center)
scout 100 or battle drone 400 (humvee) Drones can be upgraded with drone armor
500
can have up to 5 transported infantry shoot from within the Humvee
Uses: Humvees are fast. They're great for running over infantry, but dont try a
group of rocket soldiers they'll shoot you down before you can reach them. Also
Humvees have a machine gun which is good against infantry but not as good as
Gattling Tank or Quad Cannon.
By putting infantry into the humvee you can customise it greatly. Put Missile
Defenders in for air and light vehicles, put in rangers (make sure you set them
to flashbang) and you can take out large groups of infantry. Or put in
Pathfinders and you got a highly mobile long range anti infantry vehicle. The
bad part about this is if the hummer dies the units inside it also die :(.
Tow Missile is an important upgrade. It nearly doubles humvee's damage. Tow
Missiles can attack air and deal good damage to infantry and tanks. Like
flashbangs this is a very useful ability. Can be deflected with Paladin laser.
With Advanced training Humvees will attain higher ranking faster.
Scout Drones are built from the Humvee. You can only have 1 drone per Humvee.
They increase the Humvees line of sight by a lot. Also they detect invisible
units, making humvees with scout drones very good at finding and taking out
Black Lotous, Colonel Burton, Pathfinders, spy drones, etc. They're cheap and
die easily but can only be hit by anti air. Drone armor lets them live longer.
Drones die with the Humvee.
Battle Drones are built from the Humvee. You can only have 1 drone per Humvee.
They deal pathetic machine gun damage that can only really damage infantry.
But their big plus is the ability to repair the humvee. Makes them good for
hit and run missions and you can put them in the back while they heal and keep
swapping Humvee's into the front line. Plus it's sometimes faster than running
all the way back to base to go to the War Factory to heal. Drones die with the
Humvee.
Humvees are weak against: groups of Missile defenders, Colonel Burton, Humvees
with missile defenders, Crusaders, tomahawk missiles, patriot missiles, paladin
tank, groups of Tank Hunter, Black Lotus, Battlemaster, Overlord, Inferno tank,
nuke cannon, groups of RPG Troopers, Jarmon Kell, Scorpions, Marauders,
Skud Launcher, angry mob, rocket buggy, stinger site, bunker, hijacker, demo
traps, bomb trucks
----------------------------------
Crusader - Cost 900
Upgrades - Composite Armor 2000 (strategy center) Advanced Training 1500
(strategy center) Scout 100 or battle 400 drone (crusader) Drones can be
upgraded with Drone armor 500
Uses: Crusaders are good against tanks and light vehicles and do a little
damage against infantry. They get more armor with Composite Armor (stacks with
hold the line) and with Advanced training crusaders will attain higher ranking
faster. They have no anti air.
Scout Drones are built from the Crusader. You can only have 1 drone per
Crusader. They increase the Crusaders line of sight by a lot. Also they detect
invisible units. They're cheap and die easily but can only be hit by anti air.
Drone armor lets them live longer. Drones die with the Crusader.
Battle Drones are built from the Crusader. You can only have 1 drone per
Crusader. They deal pathetic machine gun damage that can only really damage
infantry but more than their regular fire. But their big plus is the ability to
repair the Crusader. All that armor plus healing anywhere makes them very
versitle. You can put them in the back while they heal and keep swapping
Crusaders into the front line. Plus it's sometimes faster than running
all the way back to base to go to the War Factory to heal. Drones die with the
Crusader.
Crusaders are weak against: Missile Defenders, Crusaders, Colonel Burton,
Tomahawk missiles, raptors, commanches, stealth fighters, auroura bombers,
patriot missiles, paladin tank, Tank Hunters, Black Lotus, Battlemasters
(only with horde bonus), Overlords, Inferno cannons, Nuke cannons, Migs,
RPG troopers, Jarmon Kell, hijackers, angry mob, rocket buggy, Skud launcher,
Scorpion (rocket), maurauders, stinger site, bunkers, terrorist, demo traps
----------------------------------
Paladin Tank - Cost 1100 Also level 1 general point
Upgrades - Composite Armor 2000 (strategy center) Advanced Training 1500
(strategy center) Scout 100 or battle 400 drone (crusader) Drones can be
upgraded with Drone armor 500
Uses: Paladins are good against tanks and light vehicles and do little damage
against infantry. They get more armor with Composite Armor (stacks with hold
the line) and with Advanced training crusaders will attain higher ranking
faster.
What makes Paladins better than Crusaders is more armor and a laser. The laser
can shoot missiles and make them not deal damage. If you have enough of them
they can take out many more things than crusaders, even patriot missiles,
stinger sites, tomahawks and skuds, can be taken out! Lasers kill Humvee's TOW
and Scorpion's rocket. Also if infantry (like terrorists) come too close to the
paladin it fires the laser at them dealing massive damage. But dont try to run
infantry over because paladins deal friendly fire to your own units :(. The
laser recharge time is a litte slow so watch out for laser lock and mass tank
hunters.
Scout Drones are built from the Paladin. You can only have 1 drone per
Paladin. They increase the Paladins line of sight by a lot. Also they detect
invisible units. They're cheap and die easily but can only be hit by anti air.
Drone armor lets them live longer. Drones die with the Paladin.
Battle Drones are built from the Paladin. You can only have 1 drone per
Paladin. They deal pathetic machine gun damage that can only really damage
infantry but more than their regular fire. But their big plus is the ability to
repair the Paladin. All that armor plus healing anywhere makes them very
versitle. You can put them in the back while they heal and keep swapping
Paladins into the front line. Plus it's sometimes faster than running
all the way back to base to go to the War Factory to heal. Drones die with the
Paladin.
Paladins are weak against: Crusaders, Colonel Burton, Raptors, commanches,
stealth fighters, auroura bombers, paladin tank, Black Lotus, Battlemasters
(only with horde bonus), Overlords, Inferno cannons, Nuke cannons, Jarmon Kell
angry mob, rocket buggy, maurauders, demo traps
-----------------------------------
Tomahawk Missile - cost 1200 (requires strategy center)
Upgrades Advanced Training 1500 (strategy center) Scout 100 or battle 400 drone
(Tomahawk) Drones can be upgraded with Drone armor 500
Uses: Long range balistics. Tomahawks have huge range and really good damage.
They are weak and will die quickly. They can take out enemy buildings and units
before they even can get close enough to damage it. And with Search and Destroy
plan from the strategy center they are the longest ranged unit in the game.
Good vs tanks and good vs infantry and good vs enemy artilary (if you get it
first). The main weaknesses it has is its slow rate of fire slow speed and low
armor. Tomahawk missiles lock on to tanks and never miss but dont lock on to
infantry.
With Advanced training Tomahawks will attain higher ranking faster.
Scout Drones are built from the Tomahawk. You can only have 1 drone per
Tomahawk. They increase the Tomahawks line of sight by a lot. This makes them
very effective espescially against enemy artillary. Also they detect
invisible units. They're cheap and die easily but can only be hit by anti air.
Drone armor lets them live longer. Drones die with the Tomahawk.
Battle Drones are built from the Tomahawk. You can only have 1 drone per
Tomahawk. They deal pathetic machine gun damage that can only really damage
infantry but more than their regular fire. But their big plus is the ability to
repair the Tomahawk. The infantry damage might help when the enemy is sending
spread out infantry but not enough to save it unless you have backup. Plus
battle drones are sometimes faster than running all the way back to base to go
to the War Factory to heal. Drones die with the Tomahawk.
Weak against: Missile Defenders, Colonel Burton, Crusaders, Paladin tanks,
tomahawk missiles, raptors, commanches, stealth fighter, Auroura bombers,
Tank Hunters, Black Lotus, Battlemaster, Troop Crawler, inferno cannons, nuke
cannons, Migs, RPG trooper, Jarmon Kell, rocket buggies, skud launcher,
Terrorist, bomb trucks
-----------------------------------
Ambulance - Cost 600
Upgrades - Scout 100 or battle 400 drone (Ambulance) Drones can be upgraded with
Drone armor 500
Uses: Ambulance is the infantries best friend. Although it has no attacks it
can transport 3 infantry that DONT die with it (cant fire from within either)
also it heals any nearby infantry. But thats not all, it can clean up radiation
from Nuke Cannons, Nuclear Reactors, Nuclear Silos, Battle Masters and Overlords
with Nuclear tank upgrade. Also it cleans toxins from Toxic Tractors, Dead
Toxic Tractors, Scud Launcher, Bomb Truck, Dead Bomb Truck, Scud Storm, and the
GLA level 5 General ability: Anthrax Bomb. Ambulance is fast and can run over
infantry. Also units inside ambulances heal completely in 3-4 seconds.
Scout Drones are built from the Ambulance. You can only have 1 drone per
Ambulance. They increase the Ambulances line of sight by a lot. Also they
detect
invisible units. They're cheap and die easily but can only be hit by anti air.
Drone armor lets them live longer. Drones die with the Ambulance.
Battle Drones are built from the Ambulance. You can only have 1 drone per
Ambulance. They deal pathetic machine gun damage that can only really damage
infantry. But their big plus is the ability to repair the Ambulance. Plus it's
sometimes faster than running all the way back to base to go to the War Factory
to heal. Drones die with the Ambulance.
Weak against: Missile defenders, Colonel Burton, Crusaders, Humvees, Paladin
tanks, Tomahawk missiles, raptors, commanches, stealth fighter, auroura bomvers,
tank hunters, Black Lotus, Battlemaster, Dragon Tank, Gattleing tank, Overlord,
troop crawler, Migs, inferno cannon, nuke cannon RPG trooper, Jarmon Kell,
terrorist, hijacker, scorpion, maurader, technical, quad cannon, bomb truck,
Patriot missile Bunker, Stinger site
-----------------------------------
*** Aircraft - Built at War Airfeild ***
-----------------------------------
(assumeing laser guided missiles and black napalm is researched and bombardment
strategy center ability used. Does not account for cost or mig firestorm.
without
black napalm migs do less damage to anti air vehicles, base defenses, aoe
attacks
flame/firestorm, and air units)
Damage Vs Aur Slth Rap Mig(china) Winner
---------------------
Base defense 960 750 150 60(sting) 225 stealth/aurora bomber
Structures 1200 300 600 225 aurora bomber/raptor
Anti air veh 480 90 180 225 175(aoe) mig/aurora bomber
tanks 480 300 600 225 175(aoe) raptor/aurora
Air 0 0 150 150 mig/raptor
Other
---------------------
Armor 80 140 160 160 (200)* Mig/raptor
speed 480** 175 175 160 Aurora/Stealth
Turn speed 180** 180 120 120 stealth bomber
Cost 2500 1600 1400 1000 Mig/raptor
The big winner is the Mig. With higher damage against large groups of units
and winning even in air to air combat. The affordable 1940's Mig rules the
skies
*with mig armor upgrade
**speed drops to 120 on return :\ and turn rate drops to
60 :( after payload is released
-----------------------------------
Commanche - cost 1500
Upgrades - Rocket Pods 800 Advanced training 1500 (strategy center)
Uses: Commanche is great for early anti infantry and tanks. It is very weak
against anti air though. Keep it away from rocket soilders and gattling/quad
cannons. The commanche has two modes of attack. It has a vulcan cannon that
does little damage especially to tanks, but fires very quickly and can take
infantry, and it's rockets that do good damage against tanks and reload without
returning to the air field. Remember not to put it near anti air. It's armor
consists of a cardboard-like material. If EMP, a chinesse level 5 general
ability is used against commanches they will be instantly destroyed. Also keep
it in your base, hotkeyed, so you can quickly take out that annoying Black Locus
or Colonal Burton. Like the humvee dont put it near a bunch rocket infantry
unless
you out number them.
Rocket Pods are a cheap upgrade that enable commanches to fire a barrage of
missiles (does not count for anti tank missiles) they do wonders against
buildings
groups of infantry, or choke points. However they are not very powerful and
have a long recharge time. Also rocket pods miss a lot, too.
With advanced training your commanches will gain levels faster. This is
important to increase their rate of fire, life, damage, and reload time for
anti tank missiles. Commanches level more quickly than most other units.
Commanches are weak against: Missile defenders, humvees with TOW, raptors,
patroit missiles, tank hunters, gattling cannons, gattling tanks, overlord
gattling upgrade, migs, RPG troopers, quad cannons, stinger site, EMP
-----------------------------------
Chinook - cost 1200 (built only at supply center)
Upgrades - none
Uses: Chinook is the supply gatherer of the USA. You get a chinook whenever
you build a suply center. It is recomended that you have 2 chinooks per supply
center. Each time the chinook returns to the supply center you gain $600.
Chinooks have mucho armor but arent invincible. Also as an added feature,
chinooks can transport units. it has 8 slots: 1 per infantry 3 per tank and
5 per constuction dozer. It cannot carry overlords, nuke cannons, skud
launcher, or other large vehicles (non-usa). Because the chinook is fast,
armored, and flying, it makes a very good transportation unit. Great for quick
infantry rushes. Like the Commanche, chinooks die instantly to EMP.
Also it has the ability to combat drop rangers. Just select the combat drop
button and click on a building and they'll trow out their ropes and take it
over. If there are any enemy in the building the rangers will kill all them
inside. The rangers come out by two waves of 4 rangers. This does
not work against chinese bunkers, tunnel networks, technicals, humvees, troop
crawlers, or overlords with bunker upgrade... BUT IT SHOULD lol. If the
building has 3+ rocket infantry your chinook might die before all your troops
combat drop. Personally, I've found no use for combat drop. It doesnt work
on chinese bunkers and flashbangs instantly kill all the units inside a
building anyway at a long range. Just evacuate your rangers and fire a
flashbang and walk them in. I guess this could be usefull if the enemy has
a sniper in the building and you want to send in infantry but that is a rare
scenario, as snipers are cloaked and wouldnt detect invisable units inside of
a building and their position is givin away by being in the building.
Chinooks are weak against: Missile defenders, humvees with TOW, raptors,
patroit missiles, tank hunters, gattling cannons, gattling tanks, overlord
gattling upgrade, migs, RPG troopers, quad cannons, stinger site, EMP
-----------------------------------
Raptor - cost 1400
Upgrades - Laser guided missiles 1500, Advanced training 1500 (strategy center)
Uses: The raptor does a lot of damage against tanks and buildings (not base
defenses) and thats about it. Also its good at taking out helocopters and
planes
You can tell planes to gaurd airspace (hotkey G) and they will circle around
and hit any thing that comes their way. If you tell them to gaurd air they will
be quicker to use (dont have to take off) and if the airfield dies they can stay
airbourne until you get another air field. Raptors that are on the runway when
the airfield dies/is captured also die/ are captured. Laser guided missiles
allow raptors to deal more damage. Advanced training allows raptors to gain
levels faster. Pilots can enter Raptors on the runway.
Raptors are weak against: Missile defenders, humvees with TOW, raptors,
patroit missiles, tank hunters, gattling cannons, gattling tanks, overlord
gattling upgrade, migs, RPG troopers, quad cannons, stinger site
-----------------------------------
Stealth Fighter - cost 1600 a level 1 generals point
Upgrades - Laser guided missiles 1500, Advanced training 1500 (strategy center)
Uses: The stealth fighter is a lot like the Raptor but fires 2 missles instead
of 4. The only thing a stealth fighter is good at is taking out base
defenses. 2 stealth fighters can take out any american or chinese base defense
in one strike, unupgraded. Stinger sites require an extra for the hole, and
dont even bother with tunnel networks, they are considered "structures".
What makes them even more effective against base defense is their stealth
capability. They can fly past the enemy force undetected. The defenses range
for fire is longer than their invis detection range so you'll likely be able
to take it out. If their are multiple defenses in the area all your stealth
fighters probably wont make it out though. Stealth fighters deal more damage
with laser guided missiles and gain levels faster with advanced training.
Stealth
fighters that are on the runway when the airfield dies/is captured also die/ are
captured.
Stealth fighters are weak against: Missile defenders, humvees with TOW,
raptors, patroit missiles, tank hunters, gattling cannons, gattling tanks,
overlord gattling upgrade, migs, RPG troopers, quad cannons, stinger site
-----------------------------------
Aurora bomber - cost 2500 requires strategy center
Upgrades - Advanced training 1500 (strategy center)
Uses: Alright! The most expensive unit in the game! This is very good. Its the
fastest unit in the game and has excellent damage on top. When its flying
towards the target it cannot be hit by anything. After it drops its bomb it
becomes as vulnerable as a raptor. These aircraft are expensive so dont waste
them. They can kill quad cannons, humvees, and gattling tanks in one hit! They
are better for buildings though as the aurora's payload can be dodged. Auroras
can take out many buildings in numbers and some buildings die from just one.
Two aurora strikes can take take out an oil derik/refinary they can kill power
plants in one hit and are fairly good against base defenses. But, dont try them
against GLA buildings because they just rebuild. Auroras are very good against
tanks and anti air vehicles. They have a small area of effect, too. Aurora
bombers that are on the runway when the airfield dies/is captured also die/ are
captured.
Aurora bomberss are weak against: Missile defenders, humvees with TOW,
raptors, patroit missiles, tank hunters, gattling cannons, gattling tanks,
overlord gattling upgrade, migs, RPG troopers, quad cannons, stinger site
-----------------------------------
Spy Drone - Free (every 1:30) Level 1 generals point
Upgrades - Drone Armor 500 (strategy center)
Uses: This is a great ability for the US. Its like haveing a legal maphack. Spy
drones have huge line of sight (longer than base defenses) they stay as long as
they are not destroyed. Spy drones are invisible and can detect invisible units
They work well as scouts or detectors against heros. Spys help you determine
what units to get so you can counter an attack or find a weak point in someones
base. Also you can survail supplies and oil rigs. If your ally needs extra
detectors you can help him/her with a spy drone. Your enemy however, can find
your spy drone in his base and the spy drone is defenseless so it will get shot
down.
Spy drones are weak against - Radar scans, spy drones, scout drones, radar vans,
Pathfinders, Troopcrawlers, Black Locus, Jarmon Kell, defense structures and can
be taken out by Missile defenders, humvees with TOW, raptors, patroit missiles,
tank hunters, gattling cannons, gattling tanks, overlord gattling upgrade, migs,
RPG troopers, quad cannons, stinger site
-----------------------------------
*** Buildings ***
USA Buildings slowly repair by themselves!
-----------------------------------
Command center - 2000
Abilities - Radar Scan
Builds - Construction Dozers
Uses: Hotkey: C. Games start you with a command center. USA Command center has
radar from the begining of the game. Command centers are needed to use
depolyable general abilities. If you lose your command center and all of your
constuction dozers you cannot build anymore buildings. Spawns 10 rangers at
death
-----------------------------------
Cold Fusion Power Plant - 800
Upgrades - Control Rods Hotkey: C
Uses: Hotkey: R. Provides 5 power. Power is needed for radar, defenses, and
particle cannon, so keep them protected. Spawns 2 rangers at death
-----------------------------------
Barracks - 600
Builds - Ranger, Missle defender, Colonel Buron, Pathfinder, flashbangs, capture
building
Uses: Hotkey: B. Builds infantry. heals infantry Spawns 5 rangers at death
-----------------------------------
Patriot Missle - 1000, 3 energy, fusion reactor required
Uses: Hotkey: M. Fires missles that are effective against tanks, air, and still
infantry. Can detect invisible units. Patriots can be put in a system where
they can search for other patriots to help them. Assisting Patriots have extra
range. Spawns 3 rangers at death
-----------------------------------
Supply Center - 2000, 1 energy, fusion reactor required
Builds - Chinooks
Uses: Hotkey: U. Comes with 1 chinook. Serves as a drop off place for chinooks.
Selling this building yeilds only $400. Spawns 3 rangers at death.
-----------------------------------
War Factory - 2000, 1 energy, supply center required
builds - humvees, crusaders, paladins, amulances, tomahawk missles, TOW missle
Uses: Hotkey: A. Builds vehicles. heals vehicles (& constuction dozer). Spawns
5 rangers at death
-----------------------------------
Airfield - 1000, 1 energy, supply center required
builds - commanche, raptor, stealth fighter, aurora bomber, rocket pods, laser
guided missles
Uses: Hotkey: F. Builds aircraft. heals aircraft (& chinook). Airplanes reload
ammo here. Allied aircraft may use your airfield. Spawns 2 rangers at death.
-----------------------------------
Strategy Center - 2500, 2 energy, War factory or airfield required
upgrades - advanced training, drone armor, composite armor
abilities - hold the line, bombardment, search and destroy
Uses: hotkey: Y. Hold the line doubles the strategy centers armor and increases
units armor by 10%. Bombardment deploys a cannon that has a slow rate of fire,
big range, area of effect, big damage, and increases units damage by 20%.
Search
and destroy increases the stratagy centers sight and allows it to detect
invisible units. Units gain +20% range and additional line of sight. Only 1
strategy can be implemented at a time. You may change stratagies at any time
but your all units will be temporaraly disabled. Spawns 4 rangers at death.
-----------------------------------
Supply Drop Zone - 2500, 4 energy, Strategy center required
Uses: Hotkey: Z. Every 3:00 you get 1500 supplies. Spawns 3 rangers at death.
-----------------------------------
Detention Camp - 1000, 0 energy!!, Strategy center required
Uses: every 2:00 you may use the ability intellegence from the detention camp.
This allows you to see every unit and building the enemy owns that is not
stealth for 30 seconds. Spawns 8 rangers at death
-----------------------------------
Particle uplink cannon - 5000, 10 energy!!, strategy center required
Uses: every 4:00 you may fire the particle uplink cannon. After you select
where you wish to fire the uplink cannon you may click another location and the
beam will travel, in a straight path, to that location. If you click another
location it will change direction. If you double click, the beam will delay .5
seconds and then double it's speed! Be sure to choose your target wisely.
Command centers and super weapons take reduced damage from the particle cannon.
Works great on enemy power plants, tech buildings, production buildings, and
armies. Spawns 4 rangers at death.
-----------------------------------
*** Strategies ***
-----------------------------------
Basic Build Order:
1. Select construction dozer and tell it to build a power plant.
2. Tell command center to build another construction dozer.
3. Select a general ability or save it your choice
4. If you selected spy drone, use it!
5. Tell your 2nd Dozer to make a Barracks.
6. When your powerplant is done build a supply center
7. When your Barracks is done build a ranger and research capture building to
take oil derriks then tell your dozer to make a patriot missle at a choke point.
8. When your Supply depo is done make another chinook and have your dozer make
an airfield or war factory (recomended war factory cuz if they rush with quad or
gattling tank you might need a tank to take them out
Quickest attack: Infantry rush!
If your useing infantry rush you should get spy drone. As soon as capture
building is researched build some infantry and a third chinook, halt the build
order. Spy drone is essential here in picking what infantry to get. If they
dont have a barracks or you only want to damage his economy early on go all
missle defenders (rangers for eco damage against GLA). But 3 rangers and 3
missle defenders is good. Que up flashbangs and 3 more rangers when you have
the cash. Drop the squad right near their supply center and kill the workers
first. Your next target is construction units as they can build defenses or run
over your units. Then send your 3 rangers in front of the barracks and put your
missle defenders near the war factory and kill anything that comes through
(remember to lock on) Send your Chinook home and bring in the reinforcements
and if your doing well, a constuction dozer. Drop off the reinforcements at the
same place as last time. If your spy drone picked up mines then remove them
with your dozer and capture all the structures with the 3 rangers or if your not
up against china build a patriot missle next to his buildings.
Second quickest attack: Hummer rush!
Complete the basic build order with a war factory. As soon as possible build 3
humvees. Use radar scan or spy drone to find the enemies weak spot and get
ready. You put 1 missle defender in each humvee and rock and roll. Get the war
factory first as tanks will annoy you as you crush the enemy. Then take out the
workers. Remember to research TOW missle when you have the cash, then get some
battle drones and you'll have a small force to be rekoned with that will destroy
enemies before they can build much of anything.
Final rush: Commanches
This tactic will leave you very vulnerable to an early attack, but it can crush
your opponent. Use the build order but do not build a second dozer or barracks
or patriot. Since Commanches are very expensive you'll need all the cash you
can spare. Finish the build order with an airfield and start pumping out the
commanches. You'll need at least 5 for this to work. Use spy at the begining
and keep looking for the weakest place in the enemies defenses. When you get
your fifth commanche get rocket pods and head to the enemy base. Try to get the
best way in where there are no base defenses that hit air. First take out all
of the anti air units and use rocket pods on the war factory then take out
dozers, barracks, whatever poses a threat. Meanwhile, at your base, get some
defense up, a second dozer, and a raptor or two to take out chinooks.
Tech to Burton
Complete the build order and get another patriot (dont forget power) and a
strategy center. Once you get a stratagy center up, train colonel burton and
research advanced training. If you select a stratagy from the center you could
blow your attack. Use any means to get burton into the enemy base and remember
Burton can climb over cliffs and can be transported. Avoid detectors at all
cost unless you can quickly get rid of them. The first target is the enemy
resources, use the knife on workers or remote demo charges on supply centers/
trucks, then take out the war factory to get rid of vehicle detectors like
radarvan, and humvee with scout drone, and troopcrawler. After that he is at
the mercy of Burton's rifle. Use stealth and when Burton is level 2 he will
heal himself and you can take almost any unit, just dont try groups of light
vehicles. You can attack light vehicles but be carefull and always attack
from behind.
Paladin Ownage
Build up your economy and expand for this powerfull force, thats a good follow
up to the humvee rush. This force consists of 6 paladins, 6 missle defenders,
3 rangers, an ambulance, and 2 tomahawks. Use search and destroy plan, put in
burton and later pathfinders. With that you got the USA unbeatable force.
remember to put them in formation (control-f). Rangers/Burton/pathfinders
take out infantry. Missle defenders and Paladins take out air. Paladins
Burton and tomahawks take out tanks. Tomahawks take out artillary and defense
Pathfinders take out Jarmon Kell.
M-Missle Defender R-Ranger P-Paladin T-Tomahawk B-Burton A-Ambulance (replace
ranger position with pathfinders)
MMM
R P
P A T
B R P P
P T
R P
MMM
-----------------------------------
*** General Points ***
-----------------------------------
Level 1: Paladin Tank
Allows you to build the paladin tank
Rating: ****
Level 1: Stealth Bomber
Allows you to build stealth bombers
Rating: *
Level 1: Spy Drone
Allows you to deploy Spy Drones
Rating: *****
Level 3: Paratroopers
Deploys 5, 10, and 20 rangers according to how many points you spend on it.
The planes that drop the troopers (10 per plane) can be destroyed. When the
rangers land they are sometimes damaged.
Cooldown: 4:00
Rating: **
Level 3: Pathfinder
Allows you to build pathfinders
Rating: ***
Level 3: A-10 Strike
Sends 1, 2, and 3, A-10s according to how many points you spend on it. The
planes can be destroyed. They fire a priliminary machine gun, and then drop a
heavy damage payload. (a pair of bombs per) and each A-10 does about as much
damage as an aurora and a half.
Cooldown: 4:00
Rating: ****
Level 3: Emergency Repair
Repairs vehicles and aircraft in the area of effect. I dont really know how
much but it isnt that great. Cooldown is insanely long. Can repair friendly
units also.
Cooldown: 4:00
Rating:
Level 5: Fuel Bomb
Drops a heavy damage large area of effect bomb. Does not destroy GLA
buildings (leaves hole) like the A-10 but otherwise, as deadly as 3 of them.
Cooldown: 4:00
Rating: *****
----------------------------------
More to come!
Special Thanks to: http://www.cncuniverse.com/ for unit statistic information,
Bobithium for convinsing me to get this game, and all you Generals players out
there that made me have to think about stratagy.
I am open to feedback so email me at: paladinz_dude@hotmail.com